Arakvar
NPC FACTION · #2 · ARAKV
← FactionsFaction record
Source: retained Illyriad Factions feed. These dates describe stored observations, not the last successful poll or exact in-game event time. Unchanged snapshots can be deduplicated.
Default standings
Direction is from Arakvar to the target below. Reverse standings may differ. These are feed defaults, not actual player or alliance standings; those are unavailable from this source. Hub proximity does not measure diplomatic standing.
Race defaults
| Target race | Default standing |
|---|---|
| HumanID: 1 |
|
| ElfID: 2 |
|
| DwarfID: 3 |
|
| OrcID: 4 |
|
Faction defaults
| Target faction | Default standing |
|---|---|
| DaedalonsID: 10 |
|
| Order of AllembineID: 42 |
|
| TantarkimID: 8 |
|
| ApaxuID: 73 |
|
Names and IDs are retained feed labels. A linked faction profile shows its own retained record.
Current faction hubs
Source: retained Illyriad Faction Hubs feed, observed independently of the faction feed. Map links use the recorded hub coordinates.
| Hub / coordinates | Descriptions | Last recorded hub change |
|---|---|---|
| Kzrik (-283, 536)#11 | Kzrik is not a city. It is a mountain which has been broken, torn, hollowed out, perhaps by some ancient magics. Entering from the forest beyond, the visitor walks into a series of broad chasms, overhung by great cliffs, with caves visible far above. Huge creatures look down from the higher crevasses. If the visitor is welcome, he is left alone, and may wander about and then leave at his leisure. If he is not welcome, the monsters drop silently down; they will dine well, and the visitor will not return. Trade descriptionKzrik is a fantastic place to set up a stall, and to trade. It has a host of deep caves in which goods can be stored, good shelter from the weather amongst the rocks, and the most effective and terrifying security force ever assigned to defend a market. It seems that the monstrous Arakvar, who keep their nests far above in the cliffs, are quite content for peaceful visitors to come and go, but those who approach with hostile intent are likely to be simply eaten by the creatures. So perfect is Kzrik, that past generations of traders even built small stone houses amidst the chasms, or erected walls at the front of caves to make enclosed spaces, and a newly-arriving trader can often find free lodging in one of these old buildings.<br><br>The only thing which traders should note, however, is that the Arakvar expect a gift in return for allowing them to stay. They may not speak, they may not have administrators or record keepers in the usual sense, but from their nests up above, they watch all that happens; if a trader makes a sale here, he is expected to leave some of his gold at the exit to the chasms. A trader who leaves insufficient gold will find his exit blocked by a group of these huge creatures. Do not bother to argue, for they will not respond; rather, pay the gold they expect, and be pleased that your hosts, although terrifying, are so little trouble. | |
| Xcrix (-236, 487)#10 | Xcrix is easier to spot from a distance than it is to identify up close. From a distance, it is a scarred mountain, its uneven peaks carrying great gashes, as if sliced by some immense magic in a previous age. But as one draws closer, its location is hard to identify. Caves and chasms riddle the rocks; some form part of the vast network of caves that is Xcrix, while others are dead ends. Visitors say that they knew that they had arrived, only for one reason; in the dead ends and shallow caves around and about, they were ignored... but in the caves of Xcrix, something was always watching them. Trade descriptionXcrix is a vast network of interlinked caves and chasms. Nobody knows how far the tunnels descend. It is home to the Arakvar, and any who seek shelter in the caves do so on their sufferance. For a trader, this is a fine base: although the quiet clattering sounds of huge, carnivorous spider-creatures in the darkness can be unsettling, still, the caves are dry, with ample storage space, and the Arakvar keep them free of thieves, bandits and similar pests.<br><br>With a little experience, a visitor will learn how far he is permitted to venture, as the Arakvar are quite consistent in their views on where a visitor might or might not wander. If you are in any doubt, however, successive generations of visitors have developed a simple test; get a dog or goat, and have it wander into a cave that you wish to enter; if the Arakvar eat the animal, then they will just as surely eat you if you follow - if the animal is left alive, you will be too. |
Recorded faction changes
Latest 100 retained faction observations, newest first. This is a bounded faction audit, not a hub-change or player/alliance-standing history. Before and after labels come from each observation.
No faction changes recorded in the retained history.
The initial import establishes a baseline. No recorded changes does not prove the faction never changed. Retained coverage may have gaps; missing values are not zero, and feed absence does not prove an in-game removal.